#version 120 uniform sampler2D _qt_texture; uniform lowp float qt_Opacity; #if defined(SPRITE) varying highp vec4 fTexS; #elif defined(DEFORM) varying highp vec2 fTex; #endif #if defined(COLOR) varying lowp vec4 fColor; #else varying lowp float fFade; #endif #if defined(TABLE) varying lowp vec2 tt; uniform sampler2D colortable; #endif void main() { #if defined(SPRITE) gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), tt.y) * fColor * texture2D(colortable, tt) * qt_Opacity; #elif defined(TABLE) gl_FragColor = texture2D(_qt_texture, fTex) * fColor * texture2D(colortable, tt) * qt_Opacity; #elif defined(DEFORM) gl_FragColor = (texture2D(_qt_texture, fTex)) * fColor * qt_Opacity; #elif defined(COLOR) gl_FragColor = (texture2D(_qt_texture, gl_PointCoord)) * fColor * qt_Opacity; #else gl_FragColor = texture2D(_qt_texture, gl_PointCoord) * (fFade * qt_Opacity); #endif }